
.exe download is located here:
https://drive.google.com/open?id=0B.....FU0THFGMUV6bGc
Super early Alpha stuff, (press enter to select the new game option on title screen) what we have here is an idle animation along with walk, jump (press z) and cower (press C) with a bog leech collide animation, if a second leech hits you before you break away with C then a taq team animation stand in plays, that's the alligator stand in placeholder.
if you call through the 1st floor and travel through the second then press the up key when atop the door to go to the basement, nothing there either but if you go super right you fall into the chaos world of the test level.
Code help is given to the talented
Music is a WIP and done by the talented
I'm hoping to finish a few levels of this house and maybe do a kickstarter to see if people want to back it, please excuse the wall collision glitches. There will also be comic frames you can progress through that moves the story, and other things planned, just a bit of showing of efforts done thus far, thanks!
https://drive.google.com/open?id=0B.....FU0THFGMUV6bGc
Super early Alpha stuff, (press enter to select the new game option on title screen) what we have here is an idle animation along with walk, jump (press z) and cower (press C) with a bog leech collide animation, if a second leech hits you before you break away with C then a taq team animation stand in plays, that's the alligator stand in placeholder.
if you call through the 1st floor and travel through the second then press the up key when atop the door to go to the basement, nothing there either but if you go super right you fall into the chaos world of the test level.
Code help is given to the talented

Music is a WIP and done by the talented

I'm hoping to finish a few levels of this house and maybe do a kickstarter to see if people want to back it, please excuse the wall collision glitches. There will also be comic frames you can progress through that moves the story, and other things planned, just a bit of showing of efforts done thus far, thanks!
Category All / Vore
Species Unspecified / Any
Size 484 x 373px
File Size 19.6 kB
The Music reminds me on some nice spooky retro themed games from the old snes Era. Though the control scheme should be unified. In the later "chaos" levels jump suddenly becomes the up arrow, while in the initial Level it is the Z key.
Consistency should be kept there for the base controls at least, else it might end up confusing. The Animations are all very smoothly and the characters drawn as lovely as ever. I enjoy the Framed picture in the starting Area, it's a very nice tidbit to see.
Overall good work!
Consistency should be kept there for the base controls at least, else it might end up confusing. The Animations are all very smoothly and the characters drawn as lovely as ever. I enjoy the Framed picture in the starting Area, it's a very nice tidbit to see.
Overall good work!
Overall mechanics seem to work just fine, can't wait to see the finished game with all the placeholder filled!
Loooooove the overall dark, 8-bit-ish atmosphere.
(Just one thing, if there is keymapping on 'Z' also map 'Y' on the same action, as every non-English keyboard has that somewhere else)
Good luck on this project!
Loooooove the overall dark, 8-bit-ish atmosphere.
(Just one thing, if there is keymapping on 'Z' also map 'Y' on the same action, as every non-English keyboard has that somewhere else)
Good luck on this project!
It needs lots of work still, but I bet it will be awesome once it's finished.
The team tag enemy attacks mechanic seems interesting. I kinda wonder what kind of monsters there will be in the game.
I noticed the animation where you get caught while your life reaches zero kinda bugs. I guess the animation where you lose is different and hasn't been added yet. :P
Great project there. Keep up the amazing work. 0w0
The team tag enemy attacks mechanic seems interesting. I kinda wonder what kind of monsters there will be in the game.
I noticed the animation where you get caught while your life reaches zero kinda bugs. I guess the animation where you lose is different and hasn't been added yet. :P
Great project there. Keep up the amazing work. 0w0
Looks nice so far xd don't have much to say since it is still super earlier access n,,n;
rawrheheh xD Pinkie Pie broke the 4th wall and invaded my game :P http://i.imgur.com/GqfMSuu.png so for each pinkie pie you know the button works :3
rawrheheh xD Pinkie Pie broke the 4th wall and invaded my game :P http://i.imgur.com/GqfMSuu.png so for each pinkie pie you know the button works :3
Turned into a dark grey bunny with no walk animation, flashing health indicator, and a GIF of a TV show for a "coward" animation, then jumped into a bottomless hole.
Some initial things:
Who uses arrow keys? WSAD plz, or at least numpad 8546 |3
No volume control, the default volume should be 50% or so
The main menu placeholder background would be a good spot to display the controls, even though they're in the submission description.
No way to return to main menu from in-game
The 'final' room that changes your controls for some reason. You typically spawn asnoms blue coon but become noms black rabbit when you touch an enemy, and sometimes it sticks and sometimes not =o
Some initial things:
Who uses arrow keys? WSAD plz, or at least numpad 8546 |3
No volume control, the default volume should be 50% or so
The main menu placeholder background would be a good spot to display the controls, even though they're in the submission description.
No way to return to main menu from in-game
The 'final' room that changes your controls for some reason. You typically spawn as
Assuming that most of the visual/control awkwardness is due to this being such an early prototype, I'd like to throw a few ideas at you~
Personally, I'm a fan of 'struggle meters' where you spam movement/action keys to escape from grapple moves. There's a certain enjoyment in just letting the monster have its way with you, using you up. I think the way Milia Wars makes the enemies seem so fragile (by poofing them when you escape grapple) instead of empowering them via your demise (after all, if a bog leech sucks up your energy or swallows you into your doom, I'd expect them to get more powerful) kind of hurts the 'fantasy' of the whole thing. (especially not a fan of having to get swallowed three separate times before I'm done for. Fromage was much better about handling these things, IMO) I'd personally love to see the monsters go on about their business, perhaps strengthened after their little meal~
Mechanics-wise I'm not sure where you're going with this game, but not having any way to defend yourself is an interesting concept that could work well for this kind of game. Maybe if you had some sort of stealth elements, maybe if your walk animation was slower than your enemies but you had a limited sprint to evade them, you could make progression through the various levels engaging. Most of these games tend to empower the player to defeat the monsters that come after them, and it makes actually playing the game less fun because of all the grapple attacks stealing away your control. So maybe not having the option to fight could work out, if it's handled well~
Maybe I sound a bit nit-picky but I love where this is going so far. There aren't close to enough furries in this genre, and it's also lacking very much in your style of vore. And that mud-monster... <3 I really would love to see this become something more, and I'd love to see it succeed~
If you want any in-depth pointers or help with coding or anything, I'd love to chat! I've made a few decently solid platformers in GM, both the first and last of which had grapple-y struggle-y mechanics~
Personally, I'm a fan of 'struggle meters' where you spam movement/action keys to escape from grapple moves. There's a certain enjoyment in just letting the monster have its way with you, using you up. I think the way Milia Wars makes the enemies seem so fragile (by poofing them when you escape grapple) instead of empowering them via your demise (after all, if a bog leech sucks up your energy or swallows you into your doom, I'd expect them to get more powerful) kind of hurts the 'fantasy' of the whole thing. (especially not a fan of having to get swallowed three separate times before I'm done for. Fromage was much better about handling these things, IMO) I'd personally love to see the monsters go on about their business, perhaps strengthened after their little meal~
Mechanics-wise I'm not sure where you're going with this game, but not having any way to defend yourself is an interesting concept that could work well for this kind of game. Maybe if you had some sort of stealth elements, maybe if your walk animation was slower than your enemies but you had a limited sprint to evade them, you could make progression through the various levels engaging. Most of these games tend to empower the player to defeat the monsters that come after them, and it makes actually playing the game less fun because of all the grapple attacks stealing away your control. So maybe not having the option to fight could work out, if it's handled well~
Maybe I sound a bit nit-picky but I love where this is going so far. There aren't close to enough furries in this genre, and it's also lacking very much in your style of vore. And that mud-monster... <3 I really would love to see this become something more, and I'd love to see it succeed~
If you want any in-depth pointers or help with coding or anything, I'd love to chat! I've made a few decently solid platformers in GM, both the first and last of which had grapple-y struggle-y mechanics~
Ok so yes most of the visuals are missing, this is just a testing of the code required for monster grapple, team up, hp reduction, hitbox collision, sprite animation, title screen and so forth, once the 'physics' are solid enough I start putting more effort into the sprites and visuals. I went with the fromage poofing concept because the game will focus more on the sprite animations and varying monster more than mechanics, that's mostly due to the fact that I don't know how to code and am learning on this project so the very thought of a struggle meter (which i agree, they are nice) makes my nose bleed.
My goal with this game is to learn programming and deliver a game that's playable and lets hope somewhat enjoyable, it's not going to be a game by itself, it'll sort of be an interactive comic book withdrawn frames you advance through before and between levels explaining the events, so it's more of a game and comic mix thing. If this goes well I will continue making more platformers and then learn how to do things like sprinting or struggle bars plus even perhaps fatigue bars in combination with life, there are a ton of neat mechanic idea's i have but don't know how to yet, for example when you have more life certain monsters are more attracted to you, but when you're weaker you may not trigger some beasts because you're energy isnt' worth the time to hunt you down etc. It's more of a coding challenge than anything :3
I've got a wish list text file with things I would love to add to this game but worry if I keep trying to change things I'll never finish the thing, so i'm setting a simple scope for the project and finishing it with any luck, THEN i hope to put out a sequel with added thingies :3
You will have an attack on the next level, but it involves a story plot that doesn't happen until after the first, the only thing you can do when ambushed in the test is cower, which adds to the helplessness of the level and that'll be explained more with the comic frames before the stage starts.
I may very well bug the stuffing out of you about coding stuff, thanks for the offer and feedback, it's valuable towards the project!
My goal with this game is to learn programming and deliver a game that's playable and lets hope somewhat enjoyable, it's not going to be a game by itself, it'll sort of be an interactive comic book withdrawn frames you advance through before and between levels explaining the events, so it's more of a game and comic mix thing. If this goes well I will continue making more platformers and then learn how to do things like sprinting or struggle bars plus even perhaps fatigue bars in combination with life, there are a ton of neat mechanic idea's i have but don't know how to yet, for example when you have more life certain monsters are more attracted to you, but when you're weaker you may not trigger some beasts because you're energy isnt' worth the time to hunt you down etc. It's more of a coding challenge than anything :3
I've got a wish list text file with things I would love to add to this game but worry if I keep trying to change things I'll never finish the thing, so i'm setting a simple scope for the project and finishing it with any luck, THEN i hope to put out a sequel with added thingies :3
You will have an attack on the next level, but it involves a story plot that doesn't happen until after the first, the only thing you can do when ambushed in the test is cower, which adds to the helplessness of the level and that'll be explained more with the comic frames before the stage starts.
I may very well bug the stuffing out of you about coding stuff, thanks for the offer and feedback, it's valuable towards the project!
First projects often end up pretty simple and with a lot of holes. I know mine did. x3 Keep in mind since you're still so early into learning how to make games in GM, it's very likely that a few months into this you'll find yourself really hurting at all the little issues cropping up and the things you now know how to do better. I'm sure in a month or two you could get to the point where a struggle bar and enemy state machines would be doable. Just gotta learn some more sexy coding tricks~
Could use a .ZIP directory instead of a direct .EXEnad that being it, I was actually hoping to midfy the game like I do all the time with SCP containment breach. Where you can edit the texture of the walls, the sprites, and even charector models and enemy models and virtually every texture since the .PNG's of containment breach are intwetined with both the .ZIP and .EXE, having the game have it's game resources set up like this would usher in a HUGE modding community in seconds.
Know what I'm trying to say? Hopefully?
Know what I'm trying to say? Hopefully?
Question will this ever have sound? https://www.youtube.com/watch?v=moGoK_mKFSY
And do you do commissions I see how well you do the bulges and I think you could make one hell of a cell absorption animation.
And do you do commissions I see how well you do the bulges and I think you could make one hell of a cell absorption animation.
Oh my gawd this is so broken. XD
How come...I think three screens in, you turn into an alligator...and then...that place holder animation! XDDD
And in that same part I found out the controls changed. TWT
I'm not gonna lie, I like what is there~
And as you said this is...WAY before alpha. XD
I can't wait for whatever you guys are going to make with this when it's done~
How come...I think three screens in, you turn into an alligator...and then...that place holder animation! XDDD
And in that same part I found out the controls changed. TWT
I'm not gonna lie, I like what is there~
And as you said this is...WAY before alpha. XD
I can't wait for whatever you guys are going to make with this when it's done~
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